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WebGL is all about online. It seems quite natural that some tools for creating 3D Web content are offered as web services. But is it safe to rely on them?
https://www.soft8soft.com/webgl-cloud-based-or-self-hosted/

I have recently decided to try PhaserJS. I have created a platform test. Demo: https://rawgit.com/jansensan/test-phaser-js-platformer/02-implement-cloud-platforms/src/index.html Repository: https://github.com/jansensan/test-phaser-js-platformer/tree/02-implement-cloud-platforms This seems to work well so far, however I can't seem to find documentation on how to make cloud platforms collision (a platform that the player can stand on, but can traverse from other directions). I am using Tiled as a map editor. I have created a tileset that represent the collisions. The empty tile is for pass through, the red tile os a full block and the blue tile represents cloud platforms. See a screenshot of the map editor below: How can I choose the type of collision I need per tile type or ID? I have looked into setCollisionByIndex, but the doc says it's an internal function. Also, it seems to target tile IDs on the map and not relative to what the tileset is. Could anyone provide any assistance? Thanks in advance!

I'm building a web app that allows the user to build a mobile app from their creations. I'm looking for a cloud service that allows me to send a zip file (or something like that), build the app and return a ID to me. With this ID I could access some app properties and download the generated file, like AWS S3 API does.
I search in google and don't find nothing like that. Please could someone help me with that?
Detail 1: This don't need to use cordova. I just put it in the title because I don't know how to call this thing that I'm looking for.
Detail 2: I found the Phonegap build API, but phonegap only allows 25 private apps in the paid plan.
Thanks for all, Cheers

Hey there! First let me introduce myself. My name is Fernando, I am a long time Flash game developer who is one of the maintainers of Flixel Community. I've being willing to try Phaser for a while, but I think my start with it will be in an unusual way. A few months ago I started working on a project called Codebot, an IDE focused on gamedev. Recently I shifted its development to make it available in the cloud, so Phaser became a perfect match for that endeavor. I am planning to add a project template related to Phaser, so anyone can easily open a new tab in the browser, create a project and have a Phaser game up and running in seconds. Combining it with the features I am adding to the IDE, such as drag and drop to upload files, in-IDE assets finder, custom build and in-browser testing, I think Codebot can help the Phaser community, easing the entrance barrier for newcomers especially. Since no configuration is required, it will be a lot easier to try Phaser, all in the browser. I would like your feedback on that. Do you think it is a good idea? Here is an image of the IDE at the moment (follow the development here):

For those who don't know, oTakhi Platform is a top-down object-oriented game development platform for the web. We are very pleased to release our new timeline-based Vector Graphic Animation Engine featuring Dynamic Motion Synthesis. Here is a Flappy Bird tutorial:
And an introduction video to our vector graphic engine in general.
Your feedback is very much appreciated. You can find all our tutorial videos here: https://plus.google.com/114090903151589399287/posts

I have been trying to learn how to make multi-player games. One thing I learned is that making multi-player games is more difficult than single player games and involves lot of challenges that are not present in single player games. One such challenge is to implement game physics in them. I learned the basics and decided to share my knowledge, and hence wrote two articles for beginners like me. If there is some mistake please tell me Synchronizing Game Physics in Multiplayer Games - http://blogs.shephertz.com/2013/08/16/next-level-synchronizing-game-physics-in-multiplayer-games/ Game Physics in Multiplayer Game Development - http://blogs.shephertz.com/2013/08/13/game-physics-in-multiplayer-game-development/